#version 120
uniform vec3 lightDir;
uniform float sinetime;
varying vec3 light;
varying vec2 texCoord;
varying vec3 color;

attribute vec3 tangent;
attribute vec3 bitangent;

varying vec3 T;
varying vec3 B;
varying vec3 N;

void main(void)
{
  light = lightDir;
  texCoord = gl_MultiTexCoord0.xy;
  color = gl_Color.rgb;

  T = normalize(tangent);
  B = normalize(bitangent);
  N = normalize(gl_Normal);

  gl_Position = ftransform();  
}


